mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 16:15:47 +00:00
610 lines
23 KiB
C#
610 lines
23 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.Types;
|
|
using System;
|
|
using System.Text;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|
{
|
|
/// <summary>
|
|
/// Draw manager.
|
|
/// </summary>
|
|
class DrawManager
|
|
{
|
|
private readonly GpuContext _context;
|
|
private readonly GpuChannel _channel;
|
|
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
|
private readonly DrawState _drawState;
|
|
private bool _topologySet;
|
|
|
|
private bool _instancedDrawPending;
|
|
private bool _instancedIndexed;
|
|
|
|
private int _instancedFirstIndex;
|
|
private int _instancedFirstVertex;
|
|
private int _instancedFirstInstance;
|
|
private int _instancedIndexCount;
|
|
private int _instancedDrawStateFirst;
|
|
private int _instancedDrawStateCount;
|
|
|
|
private int _instanceIndex;
|
|
|
|
private const int IndexBufferCountMethodOffset = 0x5f8;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the draw manager.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
/// <param name="state">Channel state</param>
|
|
/// <param name="drawState">Draw state</param>
|
|
public DrawManager(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState)
|
|
{
|
|
_context = context;
|
|
_channel = channel;
|
|
_state = state;
|
|
_drawState = drawState;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
|
|
/// </summary>
|
|
public void ForceStateDirty()
|
|
{
|
|
_topologySet = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes four 8-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU8(int argument)
|
|
{
|
|
_drawState.IbStreamer.VbElementU8(_context.Renderer, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes two 16-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU16(int argument)
|
|
{
|
|
_drawState.IbStreamer.VbElementU16(_context.Renderer, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes one 32-bit index buffer element.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void VbElementU32(int argument)
|
|
{
|
|
_drawState.IbStreamer.VbElementU32(_context.Renderer, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finishes the draw call.
|
|
/// This draws geometry on the bound buffers based on the current GPU state.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawEnd(ThreedClass engine, int argument)
|
|
{
|
|
DrawEnd(engine, _state.State.IndexBufferState.First, (int)_state.State.IndexBufferCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finishes the draw call.
|
|
/// This draws geometry on the bound buffers based on the current GPU state.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
|
|
/// <param name="indexCount">Number of index buffer elements used on the draw</param>
|
|
private void DrawEnd(ThreedClass engine, int firstIndex, int indexCount)
|
|
{
|
|
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
|
_context,
|
|
_channel.MemoryManager,
|
|
_state.State.RenderEnableAddress,
|
|
_state.State.RenderEnableCondition);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
|
|
{
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
PerformDeferredDraws();
|
|
}
|
|
|
|
_drawState.DrawIndexed = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
_drawState.FirstIndex = firstIndex;
|
|
_drawState.IndexCount = indexCount;
|
|
|
|
engine.UpdateState();
|
|
|
|
bool instanced = _drawState.VsUsesInstanceId || _drawState.IsAnyVbInstanced;
|
|
|
|
if (instanced)
|
|
{
|
|
_instancedDrawPending = true;
|
|
|
|
_instancedIndexed = _drawState.DrawIndexed;
|
|
|
|
_instancedFirstIndex = firstIndex;
|
|
_instancedFirstVertex = (int)_state.State.FirstVertex;
|
|
_instancedFirstInstance = (int)_state.State.FirstInstance;
|
|
|
|
_instancedIndexCount = indexCount;
|
|
|
|
var drawState = _state.State.VertexBufferDrawState;
|
|
|
|
_instancedDrawStateFirst = drawState.First;
|
|
_instancedDrawStateCount = drawState.Count;
|
|
|
|
_drawState.DrawIndexed = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
int firstInstance = (int)_state.State.FirstInstance;
|
|
|
|
int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
|
|
|
|
if (inlineIndexCount != 0)
|
|
{
|
|
int firstVertex = (int)_state.State.FirstVertex;
|
|
|
|
BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
|
|
|
|
_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
|
|
|
|
_context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
|
|
}
|
|
else if (_drawState.DrawIndexed)
|
|
{
|
|
int firstVertex = (int)_state.State.FirstVertex;
|
|
|
|
_context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
|
|
}
|
|
else
|
|
{
|
|
var drawState = _state.State.VertexBufferDrawState;
|
|
|
|
_context.Renderer.Pipeline.Draw(drawState.Count, 1, drawState.First, firstInstance);
|
|
}
|
|
|
|
_drawState.DrawIndexed = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts draw.
|
|
/// This sets primitive type and instanced draw parameters.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawBegin(int argument)
|
|
{
|
|
bool incrementInstance = (argument & (1 << 26)) != 0;
|
|
bool resetInstance = (argument & (1 << 27)) == 0;
|
|
|
|
if (_state.State.PrimitiveTypeOverrideEnable)
|
|
{
|
|
PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
|
|
DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
|
|
}
|
|
else
|
|
{
|
|
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
|
|
DrawBegin(incrementInstance, resetInstance, type.Convert());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts draw.
|
|
/// This sets primitive type and instanced draw parameters.
|
|
/// </summary>
|
|
/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
|
|
/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
|
|
/// <param name="topology">Primitive topology</param>
|
|
private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
|
|
{
|
|
if (incrementInstance)
|
|
{
|
|
_instanceIndex++;
|
|
}
|
|
else if (resetInstance)
|
|
{
|
|
PerformDeferredDraws();
|
|
|
|
_instanceIndex = 0;
|
|
}
|
|
|
|
if (_drawState.Topology != topology || !_topologySet)
|
|
{
|
|
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
|
|
_drawState.Topology = topology;
|
|
_topologySet = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the index buffer count.
|
|
/// This also sets internal state that indicates that the next draw is an indexed draw.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void SetIndexBufferCount(int argument)
|
|
{
|
|
_drawState.DrawIndexed = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmall(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmall(engine, argument, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmall2(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmall(engine, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmallIncInstance(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmall(engine, argument, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawIndexedSmallIncInstance2(ThreedClass engine, int argument)
|
|
{
|
|
DrawIndexedSmallIncInstance(engine, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while optionally also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
/// <param name="instanced">True to increment the current instance value, false otherwise</param>
|
|
private void DrawIndexedSmall(ThreedClass engine, int argument, bool instanced)
|
|
{
|
|
PrimitiveTypeOverride typeOverride = _state.State.PrimitiveTypeOverride;
|
|
|
|
DrawBegin(instanced, !instanced, typeOverride.Convert());
|
|
|
|
int firstIndex = argument & 0xffff;
|
|
int indexCount = (argument >> 16) & 0xfff;
|
|
|
|
bool oldDrawIndexed = _drawState.DrawIndexed;
|
|
|
|
_drawState.DrawIndexed = true;
|
|
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
|
|
|
|
DrawEnd(engine, firstIndex, indexCount);
|
|
|
|
_drawState.DrawIndexed = oldDrawIndexed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a texture draw with a source texture and sampler ID, along with source
|
|
/// and destination coordinates and sizes.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void DrawTexture(ThreedClass engine, int argument)
|
|
{
|
|
static float FixedToFloat(int fixedValue)
|
|
{
|
|
return fixedValue * (1f / 4096);
|
|
}
|
|
|
|
float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
|
|
float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
|
|
float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
|
|
float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
|
|
|
|
// TODO: Confirm behaviour on hardware.
|
|
// When this is active, the origin appears to be on the bottom.
|
|
if (_state.State.YControl.HasFlag(YControl.NegateY))
|
|
{
|
|
dstY0 -= dstHeight;
|
|
}
|
|
|
|
float dstX1 = dstX0 + dstWidth;
|
|
float dstY1 = dstY0 + dstHeight;
|
|
|
|
float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
|
|
float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
|
|
float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
|
|
float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
|
|
|
|
engine.UpdateState();
|
|
|
|
int textureId = _state.State.DrawTextureTextureId;
|
|
int samplerId = _state.State.DrawTextureSamplerId;
|
|
|
|
(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
|
|
|
|
srcX0 *= texture.ScaleFactor;
|
|
srcY0 *= texture.ScaleFactor;
|
|
srcX1 *= texture.ScaleFactor;
|
|
srcY1 *= texture.ScaleFactor;
|
|
|
|
float dstScale = _channel.TextureManager.RenderTargetScale;
|
|
|
|
dstX0 *= dstScale;
|
|
dstY0 *= dstScale;
|
|
dstX1 *= dstScale;
|
|
dstY1 *= dstScale;
|
|
|
|
_context.Renderer.Pipeline.DrawTexture(
|
|
texture?.HostTexture,
|
|
sampler?.GetHostSampler(texture),
|
|
new Extents2DF(srcX0, srcY0, srcX1, srcY1),
|
|
new Extents2DF(dstX0, dstY0, dstX1, dstY1));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="topology">Primitive topology</param>
|
|
/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
|
|
/// <param name="parameterBuffer">GPU buffer with the draw count</param>
|
|
/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
|
|
/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
|
|
public void MultiDrawIndirectCount(
|
|
ThreedClass engine,
|
|
int indexCount,
|
|
PrimitiveTopology topology,
|
|
BufferRange indirectBuffer,
|
|
BufferRange parameterBuffer,
|
|
int maxDrawCount,
|
|
int stride)
|
|
{
|
|
engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
|
|
|
|
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
|
|
_drawState.Topology = topology;
|
|
_topologySet = true;
|
|
|
|
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
|
_context,
|
|
_channel.MemoryManager,
|
|
_state.State.RenderEnableAddress,
|
|
_state.State.RenderEnableCondition);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
_drawState.DrawIndexed = false;
|
|
return;
|
|
}
|
|
|
|
_drawState.FirstIndex = _state.State.IndexBufferState.First;
|
|
_drawState.IndexCount = indexCount;
|
|
|
|
engine.UpdateState();
|
|
|
|
if (_drawState.DrawIndexed)
|
|
{
|
|
_context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
|
}
|
|
|
|
_drawState.DrawIndexed = false;
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform any deferred draws.
|
|
/// This is used for instanced draws.
|
|
/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
|
|
/// Once we detect the last instanced draw, then we perform the host instanced draw,
|
|
/// with the accumulated instance count.
|
|
/// </summary>
|
|
public void PerformDeferredDraws()
|
|
{
|
|
// Perform any pending instanced draw.
|
|
if (_instancedDrawPending)
|
|
{
|
|
_instancedDrawPending = false;
|
|
|
|
if (_instancedIndexed)
|
|
{
|
|
_context.Renderer.Pipeline.DrawIndexed(
|
|
_instancedIndexCount,
|
|
_instanceIndex + 1,
|
|
_instancedFirstIndex,
|
|
_instancedFirstVertex,
|
|
_instancedFirstInstance);
|
|
}
|
|
else
|
|
{
|
|
_context.Renderer.Pipeline.Draw(
|
|
_instancedDrawStateCount,
|
|
_instanceIndex + 1,
|
|
_instancedDrawStateFirst,
|
|
_instancedFirstInstance);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared is also specified on the argument.
|
|
/// </summary>
|
|
/// <param name="engine">3D engine where this method is being called</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void Clear(ThreedClass engine, int argument)
|
|
{
|
|
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
|
|
_context,
|
|
_channel.MemoryManager,
|
|
_state.State.RenderEnableAddress,
|
|
_state.State.RenderEnableCondition);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int index = (argument >> 6) & 0xf;
|
|
|
|
engine.UpdateRenderTargetState(useControl: false, singleUse: index);
|
|
|
|
// If there is a mismatch on the host clip region and the one explicitly defined by the guest
|
|
// on the screen scissor state, then we need to force only one texture to be bound to avoid
|
|
// host clipping.
|
|
var screenScissorState = _state.State.ScreenScissorState;
|
|
|
|
// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
|
|
bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
|
|
screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
|
|
screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
|
|
|
|
bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
|
|
bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
|
|
bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
|
|
|
|
// Scissor and rasterizer discard also affect clears.
|
|
ulong updateMask = 1UL << StateUpdater.RasterizerStateIndex;
|
|
|
|
if (!needsCustomScissor)
|
|
{
|
|
updateMask |= 1UL << StateUpdater.ScissorStateIndex;
|
|
}
|
|
|
|
engine.UpdateState(updateMask);
|
|
|
|
if (needsCustomScissor)
|
|
{
|
|
int scissorX = screenScissorState.X;
|
|
int scissorY = screenScissorState.Y;
|
|
int scissorW = screenScissorState.Width;
|
|
int scissorH = screenScissorState.Height;
|
|
|
|
if (clearAffectedByScissor)
|
|
{
|
|
ref var scissorState = ref _state.State.ScissorState[0];
|
|
|
|
scissorX = Math.Max(scissorX, scissorState.X1);
|
|
scissorY = Math.Max(scissorY, scissorState.Y1);
|
|
scissorW = Math.Min(scissorW, scissorState.X2 - scissorState.X1);
|
|
scissorH = Math.Min(scissorH, scissorState.Y2 - scissorState.Y1);
|
|
}
|
|
|
|
float scale = _channel.TextureManager.RenderTargetScale;
|
|
if (scale != 1f)
|
|
{
|
|
scissorX = (int)(scissorX * scale);
|
|
scissorY = (int)(scissorY * scale);
|
|
scissorW = (int)MathF.Ceiling(scissorW * scale);
|
|
scissorH = (int)MathF.Ceiling(scissorH * scale);
|
|
}
|
|
|
|
_context.Renderer.Pipeline.SetScissor(0, true, scissorX, scissorY, scissorW, scissorH);
|
|
}
|
|
|
|
if (clipMismatch)
|
|
{
|
|
_channel.TextureManager.UpdateRenderTarget(index);
|
|
}
|
|
else
|
|
{
|
|
_channel.TextureManager.UpdateRenderTargets();
|
|
}
|
|
|
|
bool clearDepth = (argument & 1) != 0;
|
|
bool clearStencil = (argument & 2) != 0;
|
|
|
|
uint componentMask = (uint)((argument >> 2) & 0xf);
|
|
|
|
if (componentMask != 0)
|
|
{
|
|
var clearColor = _state.State.ClearColors;
|
|
|
|
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
|
|
}
|
|
|
|
if (clearDepth || clearStencil)
|
|
{
|
|
float depthValue = _state.State.ClearDepthValue;
|
|
int stencilValue = (int)_state.State.ClearStencilValue;
|
|
|
|
int stencilMask = 0;
|
|
|
|
if (clearStencil)
|
|
{
|
|
stencilMask = clearAffectedByStencilMask ? _state.State.StencilTestState.FrontMask : 0xff;
|
|
}
|
|
|
|
if (clipMismatch)
|
|
{
|
|
_channel.TextureManager.UpdateRenderTargetDepthStencil();
|
|
}
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
|
depthValue,
|
|
clearDepth,
|
|
stencilValue,
|
|
stencilMask);
|
|
}
|
|
|
|
if (needsCustomScissor)
|
|
{
|
|
engine.UpdateScissorState();
|
|
}
|
|
|
|
engine.UpdateRenderTargetState(useControl: true);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
}
|
|
}
|